Wik
First Post
It's long been known that, after our current 4e game ends, we were going to run a Dark Sun campaign, using 4e rules. However, we've taken a bit of a short break from 4e lately, to play a bit of BECMI... and I've realized that I love the old school rules. Namely, I love that PCs are simple, and that the GM has a bit more leeway in interpreting things. I'm also a big fan of loose rules, because we get to tinker and fill in the details ourselves.
Other players agree with me - and everyone knows that I've been having more fun with BECMI than other editions. While some players do prefer 4th, I think they're not so committed to the edition that they would object if we decided to run a game I found more enjoyable. After all, if the GM is having fun, that will make a more enjoyable game, right?
So, we're looking at systems to run Dark Sun with. I'm not afraid to tinker with the setting to fit the rules better, and the group is more than willing to play around with the rules a bit to better reflect the setting. We've talked about various games we were thinking of using, which I'll outline below.
Basically, we want a game that is fairly easy to run, and easy to learn. We want a game that plays fast, doesn't have long combats, and doesn't need minis to run. I'd prefer a game with broad characters, rather than hyper specific characters. I also want a game where there is relatively little "character building" at character creation. It should be able to express a classic Dark Sun vibe - violent, gritty, and survival-based.
We've talked, and here are the options we've considered, along with some of the changes we would make:
Second Edition D&D: has the bonus that Dark Sun was originally written for it. We'd change the THAC0 rules and Saving Throws to mimic those in 3rd edition. We'd rewrite the skills system, as well - probably mixing the background skills system from Earthdawn and the skill system from 3e. Castles and Crusades is another option in this vein.
E6: Or, more specifically, P6 - Pathfinder using the E6 convention (no levelling past level 6, can spend XP to unlock things, etc). It'd be using only one core book, so there'd be little in the way of splats. We'd need to find a way to get rid of magic items. It'd also be using some of the d20 UA rules (reserve points and Armour as DR, probably).
Shadowrun/White Wolf: Essentially, taking the Shadowrun and/or White Wolf rules, and rewriting them for a Fantasy game. We'd basically be writing our own game, based around a number of successes/target number mechanic. It does sound like it'd be fun, although probably a lot of work. I do like FASA games, though.
Iron Heroes: Basically, run Iron Heroes. Maybe tweak the game a bit, to reflect Dark Sun. But really, Iron Heroes and Dark Sun are a pretty close thematic fit. The Arcanist class would have to be reworked, of course. My brother really likes this idea, although I'm on the fence - as a 3e style game, there's still a potential for "build abuse", which I hate.
Savage Worlds: I like SW, but I'm not sure if it'd be perfect for Dark Sun. Namely, the small number of skills means that most players would make sure to max out their fighting. Further, I'm not sure Dark Sun is really a "pulp" style of game. However, the quick nature of the game is a plus, and I like how it can run large fights surprisingly quickly.
Some other Option: Recommended by you, the reader. 4e is not an option. Neither is a build-heavy game like HERO. We've also ruled out d6, even though we love the system, because it is not a good fit for Dark Sun. We want a system that can handle combats and exploration.
Other players agree with me - and everyone knows that I've been having more fun with BECMI than other editions. While some players do prefer 4th, I think they're not so committed to the edition that they would object if we decided to run a game I found more enjoyable. After all, if the GM is having fun, that will make a more enjoyable game, right?
So, we're looking at systems to run Dark Sun with. I'm not afraid to tinker with the setting to fit the rules better, and the group is more than willing to play around with the rules a bit to better reflect the setting. We've talked about various games we were thinking of using, which I'll outline below.
Basically, we want a game that is fairly easy to run, and easy to learn. We want a game that plays fast, doesn't have long combats, and doesn't need minis to run. I'd prefer a game with broad characters, rather than hyper specific characters. I also want a game where there is relatively little "character building" at character creation. It should be able to express a classic Dark Sun vibe - violent, gritty, and survival-based.
We've talked, and here are the options we've considered, along with some of the changes we would make:
Second Edition D&D: has the bonus that Dark Sun was originally written for it. We'd change the THAC0 rules and Saving Throws to mimic those in 3rd edition. We'd rewrite the skills system, as well - probably mixing the background skills system from Earthdawn and the skill system from 3e. Castles and Crusades is another option in this vein.
E6: Or, more specifically, P6 - Pathfinder using the E6 convention (no levelling past level 6, can spend XP to unlock things, etc). It'd be using only one core book, so there'd be little in the way of splats. We'd need to find a way to get rid of magic items. It'd also be using some of the d20 UA rules (reserve points and Armour as DR, probably).
Shadowrun/White Wolf: Essentially, taking the Shadowrun and/or White Wolf rules, and rewriting them for a Fantasy game. We'd basically be writing our own game, based around a number of successes/target number mechanic. It does sound like it'd be fun, although probably a lot of work. I do like FASA games, though.
Iron Heroes: Basically, run Iron Heroes. Maybe tweak the game a bit, to reflect Dark Sun. But really, Iron Heroes and Dark Sun are a pretty close thematic fit. The Arcanist class would have to be reworked, of course. My brother really likes this idea, although I'm on the fence - as a 3e style game, there's still a potential for "build abuse", which I hate.
Savage Worlds: I like SW, but I'm not sure if it'd be perfect for Dark Sun. Namely, the small number of skills means that most players would make sure to max out their fighting. Further, I'm not sure Dark Sun is really a "pulp" style of game. However, the quick nature of the game is a plus, and I like how it can run large fights surprisingly quickly.
Some other Option: Recommended by you, the reader. 4e is not an option. Neither is a build-heavy game like HERO. We've also ruled out d6, even though we love the system, because it is not a good fit for Dark Sun. We want a system that can handle combats and exploration.